How to use a new skybox in radiantFor Vega, I made a skybox with Terragen. I put the 6 textures in this directory:
tremulous/base/env/vegaing1_sky_bk.jpg
ing1_sky_dn.jpg
ing1_sky_ft.jpg
ing1_sky_lf.jpg
ing1_sky_rt.jpg
ing1_sky_up.jpg
ing1_sky_small.jpg
If you payed attention, you should have noticed there are 7 textures in the list:
ing1_sky_small.jpg is a thumbnail version of the sky I will use as shader image in radiant.
Next, you need to make the shader:
I've added the following shader to the file
tremulous/base/scripts/vega.shader// skybox Vega by Ingar
textures/vega/sky
{
qer_editorimage env/vega/ing1_sky_small
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
// sunlight position red green blue intensity degrees elevation
q3map_sun .9 .9 .9 75 90 25
// sunlight intensity
q3map_surfacelight 150
skyparms env/vega/ing1_sky - -
}
(I had already added vega to
tremulous/base/scripts/shaderlist.txt)
In radiant, I now have a
sky shader in the directory
vega and I can use it to texture sky brushes.
(see attached image). The full name of the shader is
textures/vega/sky.
qer_editorimage env/vega/ing1_sky_small
The qer_editorimage directive is used to tell radant what texture to use for this shader.
I used a thumbnail version of the sky, but you can use basicly anything. You can even use
a non-existing image. You will get
image not found in radiant, but it should work in-game.
skyparms env/vega/ing1_sky - -
The skyparms directive is used to set the location of the actual skybox textures.
surfaceparm slick
If you want a non-walkable sky, add a surfaceparm slick.
It wasn't necessary for vega, because there are no outside areas where a dretch could walk the sky.
More wisdomShader Manual:
http://q3map2.everyonelookbusy.net/shader_manual/Terragen:
http://www.planetside.co.uk/Spirit's tutorial and skybox scripts:
http://maps.sp1r1t.org/tutorials/q3a_create_skybox/